2023-02-01 09:50:47 +11:00
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2023-01-30 18:02:10 +11:00
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use windows::Win32::Foundation::BOOL;
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2023-02-01 09:50:47 +11:00
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use windows::Win32::Graphics::Direct3D12::{D3D12_BLEND_DESC, D3D12_BLEND_INV_SRC_ALPHA, D3D12_BLEND_OP_ADD, D3D12_BLEND_SRC_ALPHA, D3D12_COLOR_WRITE_ENABLE_ALL, D3D12_CULL_MODE_NONE, D3D12_DESCRIPTOR_RANGE, D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER, D3D12_DESCRIPTOR_RANGE_TYPE_SRV, D3D12_FILL_MODE_SOLID, D3D12_GRAPHICS_PIPELINE_STATE_DESC, D3D12_INPUT_LAYOUT_DESC, D3D12_LOGIC_OP_NOOP, D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE, D3D12_RASTERIZER_DESC, D3D12_RENDER_TARGET_BLEND_DESC, D3D12_ROOT_DESCRIPTOR, D3D12_ROOT_DESCRIPTOR_TABLE, D3D12_ROOT_PARAMETER, D3D12_ROOT_PARAMETER_0, D3D12_ROOT_PARAMETER_TYPE_CBV, D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE, D3D12_ROOT_SIGNATURE_DESC, D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT, D3D12_SHADER_BYTECODE, D3D12_SHADER_VISIBILITY_ALL, D3D12_SHADER_VISIBILITY_PIXEL, D3D12SerializeRootSignature, D3D_ROOT_SIGNATURE_VERSION_1, ID3D12Device, ID3D12PipelineState, ID3D12RootSignature};
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2023-01-30 18:02:10 +11:00
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use windows::Win32::Graphics::Dxgi::Common::{DXGI_FORMAT, DXGI_FORMAT_UNKNOWN, DXGI_SAMPLE_DESC};
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use librashader_reflect::back::cross::CrossHlslContext;
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use librashader_reflect::back::ShaderCompilerOutput;
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use crate::{error, util};
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use crate::quad_render::DrawQuad;
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pub struct D3D12GraphicsPipeline {
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pub(crate) handle: ID3D12PipelineState,
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}
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2023-02-01 09:50:47 +11:00
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const D3D12_SLANG_ROOT_PARAMETERS: &[D3D12_ROOT_PARAMETER; 4] = &[
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// srvs
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D3D12_ROOT_PARAMETER {
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ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
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Anonymous: D3D12_ROOT_PARAMETER_0 {
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DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
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NumDescriptorRanges: 1,
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pDescriptorRanges: &D3D12_DESCRIPTOR_RANGE {
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RangeType: D3D12_DESCRIPTOR_RANGE_TYPE_SRV,
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NumDescriptors: 16,
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BaseShaderRegister: 0,
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RegisterSpace: 0,
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OffsetInDescriptorsFromTableStart: 0,
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},
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}
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},
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ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
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},
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// samplers
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D3D12_ROOT_PARAMETER {
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ParameterType: D3D12_ROOT_PARAMETER_TYPE_DESCRIPTOR_TABLE,
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Anonymous: D3D12_ROOT_PARAMETER_0 {
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DescriptorTable: D3D12_ROOT_DESCRIPTOR_TABLE {
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NumDescriptorRanges: 1,
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pDescriptorRanges: &D3D12_DESCRIPTOR_RANGE {
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RangeType: D3D12_DESCRIPTOR_RANGE_TYPE_SAMPLER,
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NumDescriptors: 16,
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BaseShaderRegister: 0,
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RegisterSpace: 0,
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OffsetInDescriptorsFromTableStart: 0,
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},
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}
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},
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ShaderVisibility: D3D12_SHADER_VISIBILITY_PIXEL,
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},
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// UBO
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D3D12_ROOT_PARAMETER {
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ParameterType: D3D12_ROOT_PARAMETER_TYPE_CBV,
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Anonymous: D3D12_ROOT_PARAMETER_0 {
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Descriptor: D3D12_ROOT_DESCRIPTOR {
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ShaderRegister: 0,
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RegisterSpace: 0,
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}
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},
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ShaderVisibility: D3D12_SHADER_VISIBILITY_ALL,
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},
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D3D12_ROOT_PARAMETER {
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ParameterType: D3D12_ROOT_PARAMETER_TYPE_CBV,
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Anonymous: D3D12_ROOT_PARAMETER_0 {
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Descriptor: D3D12_ROOT_DESCRIPTOR {
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ShaderRegister: 1,
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RegisterSpace: 0,
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}
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},
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ShaderVisibility: D3D12_SHADER_VISIBILITY_ALL,
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}
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];
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const D3D12_SLANG_ROOT_SIGNATURE: &D3D12_ROOT_SIGNATURE_DESC = &D3D12_ROOT_SIGNATURE_DESC {
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NumParameters: D3D12_SLANG_ROOT_PARAMETERS.len() as u32,
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pParameters: D3D12_SLANG_ROOT_PARAMETERS.as_ptr(),
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NumStaticSamplers: 0,
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pStaticSamplers: std::ptr::null(),
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Flags: D3D12_ROOT_SIGNATURE_FLAG_ALLOW_INPUT_ASSEMBLER_INPUT_LAYOUT,
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};
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pub struct D3D12RootSignature {
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pub(crate) handle: ID3D12RootSignature
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}
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impl D3D12RootSignature {
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pub fn new(device: &ID3D12Device)
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-> error::Result<D3D12RootSignature>
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{
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let signature = unsafe {
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let mut rs_blob = None;
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// todo: D3D12SerializeVersionedRootSignature
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// todo: hlsl rootsig tbh
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D3D12SerializeRootSignature(D3D12_SLANG_ROOT_SIGNATURE,
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D3D_ROOT_SIGNATURE_VERSION_1,
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&mut rs_blob,
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None
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)?;
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// SAFETY: if D3D12SerializeRootSignature succeeds then blob is Some
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let rs_blob = rs_blob.unwrap();
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let blob = std::slice::from_raw_parts(rs_blob.GetBufferPointer().cast(),
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rs_blob.GetBufferSize());
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let root_signature: ID3D12RootSignature = device.CreateRootSignature(
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0, blob
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)?;
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root_signature
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};
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Ok(D3D12RootSignature {
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handle: signature,
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})
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}
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}
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impl D3D12GraphicsPipeline {
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pub fn new(device: &ID3D12Device,
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shader_assembly: &ShaderCompilerOutput<String, CrossHlslContext>,
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root_signature: &D3D12RootSignature,
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render_format: DXGI_FORMAT
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) -> error::Result<D3D12GraphicsPipeline> {
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let vertex_dxbc =
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util::d3d_compile_shader(shader_assembly.vertex.as_bytes(),
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b"main\0", b"vs_5_0\0")?;
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let fragment_dxbc =
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util::d3d_compile_shader(shader_assembly.fragment.as_bytes(), b"main\0",
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b"ps_5_0\0")?;
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let input_element = DrawQuad::get_spirv_cross_vbo_desc();
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let pipeline_state: ID3D12PipelineState = unsafe {
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let pipeline_desc = D3D12_GRAPHICS_PIPELINE_STATE_DESC {
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pRootSignature: windows::core::ManuallyDrop::new(&root_signature.handle),
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VS: D3D12_SHADER_BYTECODE {
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pShaderBytecode: vertex_dxbc.GetBufferPointer(),
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BytecodeLength: vertex_dxbc.GetBufferSize(),
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},
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PS: D3D12_SHADER_BYTECODE {
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pShaderBytecode: fragment_dxbc.GetBufferPointer(),
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BytecodeLength: fragment_dxbc.GetBufferSize(),
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},
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StreamOutput: Default::default(),
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BlendState: D3D12_BLEND_DESC {
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RenderTarget: [
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D3D12_RENDER_TARGET_BLEND_DESC {
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BlendEnable: BOOL::from(false),
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LogicOpEnable: BOOL::from(false),
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SrcBlend: D3D12_BLEND_SRC_ALPHA,
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DestBlend: D3D12_BLEND_INV_SRC_ALPHA,
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BlendOp: D3D12_BLEND_OP_ADD,
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SrcBlendAlpha: D3D12_BLEND_SRC_ALPHA,
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DestBlendAlpha: D3D12_BLEND_INV_SRC_ALPHA,
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BlendOpAlpha: D3D12_BLEND_OP_ADD,
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LogicOp: D3D12_LOGIC_OP_NOOP,
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RenderTargetWriteMask: D3D12_COLOR_WRITE_ENABLE_ALL.0 as u8,
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},
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Default::default(),
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Default::default(),
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Default::default(),
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Default::default(),
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Default::default(),
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Default::default(),
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Default::default()
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],
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..Default::default()
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},
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SampleMask: u32::MAX,
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RasterizerState: D3D12_RASTERIZER_DESC {
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FillMode: D3D12_FILL_MODE_SOLID,
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CullMode: D3D12_CULL_MODE_NONE,
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..Default::default()
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},
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DepthStencilState: Default::default(),
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InputLayout: D3D12_INPUT_LAYOUT_DESC {
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pInputElementDescs: input_element.as_ptr(),
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NumElements: input_element.len() as u32,
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},
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PrimitiveTopologyType: D3D12_PRIMITIVE_TOPOLOGY_TYPE_TRIANGLE,
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NumRenderTargets: 1,
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RTVFormats: [
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render_format,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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DXGI_FORMAT_UNKNOWN,
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],
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SampleDesc: DXGI_SAMPLE_DESC {
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Count: 1,
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Quality: 0,
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},
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NodeMask: 0,
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..Default::default()
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};
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device.CreateGraphicsPipelineState(&pipeline_desc)?
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};
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Ok(D3D12GraphicsPipeline {
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handle: pipeline_state,
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})
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}
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}
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